Basically you have to have Fudge or FATE already and understand the rules to them to use this game. You are not told what dice to use, or how to read or roll them. You are not told what an aspect is nor is any other part. And refuses to tell you how it is simplifying things. Also the artwork is entirely silhouettes. Most of which you have to guess what they are of. (is that one a knight, wizard, girl or nobleman?) It might help make a character in a hurry, but what game for?

It’s been a long while since I checked out any of the Toys for the Sandbox series from Occult Moon, so I thought I’d grab a recent release. The lucky PDF in this case was Toys from the Sandbox 88: The Rift Market by Quinn Conklin. This system-agnostic fantasy supplement details an intriguing gateway to other planes tucked away in a corner of Bashful Sister Mountain.

A tear in the fabric of the world lies hidden behind a seriously locked door in a small town on a trade road used to get down the mountain and onto the plains for trade. As such, it’s a perfect place for a town and market to spring up offering all sorts of curious items from other planes of existence. Elementals, demons, and more have come to sell their wares. Wondrous items are available… for a price, if you are willing to pay.

Toys for the Sandbox #88: The Rift Market - Occult MoonIn 18 pages (15 pages of content), Conklin not only introduces us to how this corner of the world came to be, but who and what we might find there. It’s a fascinating example of organically growing a location from a simple idea and the core concept behind it could also be used in other genres of games (urban fantasy and science fiction came to mind immediately). I think the town of the Rift Market could easily exist on a hundred different worlds and wonder if it doesn’t already…

Beyond the description, you get a four key NPCs to play with, from the market guide who can tell you where to find what you seek to the strange dark-skinned woman with an eerie glow beneath her skin trying to convert you to her faith. Each has a bit of history, a description, and an overview of any unique stats and skills they may have. These are the folks who inhabit the area of the market and each has a unique motivation or goal to accomplish with the help of the PCs.

You also get a collection of six plot hooks to help get those PCs involved in what’s going on at the market. Forces are gathering for various purposes not easily discerned, but your characters may quickly find themselves entangled in unique ways they may not always appreciate.

And lastly you get a couple of interesting items, some tables for random encounters or rumors to kick things off, and a collection of references to other Toys in the Sandbox products.

Let me start with what I really like about this product. First, I love the concept, which has a ton of application in just about any fantasy world you might consider. A stable rift offering not only travel to other worlds but access to other-worldly characters for the PCs to interact with in a relatively safe and controlled environment is awesome. Second, I love the layout, which though simple has some nice touches such as the graphical key in the upper right or upper left corner of the page to let you know what section you might be reading at a glance. And the notes area on every page is a terrific idea as well. You never know as GM when you might need to jot something down.

Now let me get to some of the issues I found with this PDF. First of all, it needs at least one more solid editing pass to catch the spelling errors (“discription” made me cringe when I saw it in the table of contents) and there are various grammatical issues scattered throughout. Nothing major, but the spelling errors and typos quickly caught my eye. Second, I wasn’t a big fan of the art, though I did really like the sketched map of the market on the last two pages.

Neither of these issues detracts much from the coolness of the concepts and ideas in the book, so I would encourage you to overlook them. I’m sure that the editing problems will be taken care of in a future revision.

If this is any indication of the cool ideas found in the other 86 issues of Toys from the Sandbox that I’ve missed, I’m sure I will have to grab another few before I’m done!

Adventuring often involves journeys. Journeys, at least in the cod-mediaeval setting of your average fantasy game, involve days of travel and nights spent in places you'd probably never stay in by choice. Yet they can be potent sources of side-adventures and events to break up the tedium of a journey, to make the travelling an integral part of the adventure rather than something the party does to get from Plot A to Plot B...

So here is one of these places the party might stop for the night, any time they are passing through a chilly mountainous region of the campaign world. Complete with its history and a description of its quite interesting construction - a series of yurts rather than more substantial buildings - it is peopled with some interesting and, in at least one case, downright odd individuals with whom the party can interact.

To add to the potential, there are a few plot ideas you could use. Each has several 'twists' that you can throw in to alter the main premise, you could indeed use more than one if so desired. Many could lead to whole adventures of their own, sending the characters off in some unexpected direction - both physically and in terms of plot - or they can serve purely as something to enliven the evening before they depart as intended the next morning.

A neat little piece to keep in your files until a suitable opportunity arises... or perhaps you will be inspired to make it an integral part of your ongoing story.

Trade fairs and markets always have great potential for adventure, particularly if you enjoy intrigue and gathering rumours rather than merely being marched to the dungeon entrance...

This one's particularly good, because it is the melting-pot meeting point of diverse societies that otherwise might only meet across the battlefield if at all. It's not only used for trade either, as warriors and chieftains of all the communities involved attend as well. Treaties can be discussed and negotiations held... and there's likely to be the odd brawl as well.

The background as given is quite detailed about the situation. If you already have an established campaign world you may need to change a few names or races to make it fit in, but the general concept should hold good provided you can call upon a variety of groups who generally rarely mix without serious bloodshed. Once you reach the actual description of the woodland clearing that is the setting for the gathering, all you will need to do is designate a suitable location and you are good to go. The arrangement would work equally well in the middle of a large area of grassland if that's more convenient in your world.

Several NPCs are outlined. At best, all you need to do is provide them with appropriate statistics for the game system you are using; you may find that names of deities, homelands, etc., need tweaking as well. The overall concepts, however, are ones worth having in this situation to make it interesting. A priest, a veteran military man, a trader... and someone described as a reluctant bridegroom: plenty of story potential there!

And that is before we get to the actual 'possibilities' - suggestions for sweeping ideas for adventure. Each starts with a short paragraph that sets an outline scene, then there are several 'twists' from which you can choose one or more to make the original scene even more interesting. Investigations, wedding shenanigans, dodgy trades, stolen goods and even something lurking in the forest: they're all there awaiting your development into full adventures.

A couple of new items (complete bar any necessary game mechanics), tables of encounters and rumours and a map of the trade market clearing round out the product. Plenty to get you started on a market-based adventure or two.

Worth it for the backstory alone, this product opens with a dire tale of how a greedy and intolerant emperor who confused dire poverty caused by crop failure with a mere unwillingness to pay taxes was eventually deposed... but not before he'd both devastated the township that was the centre of what he perceived as rebellion and had built a gaol there. That emperor's long gone, but the gaol remains...

There is a description and a rough sketch map of this dire establishment, a strange place indeed that's built on a towering column and hangs out high above the surrounding wasteland (a cell with a view, perhaps?). If you indend much running around therein, you may need to come up with more detailed maps, especially if you use miniatures for combat, but the sketch and description are enough to give a feel for the place.

Several people are then introduced: the warden, a guard,and a couple of prisoners; each with a whole backstory of their own. Then comes several plot outlines involving the gaol. Perhaps the party is hired to get someone out of there, whether wrongfully imprisoned or in need of incarceration but with friends wealthy enough to hire folks to break them out. Or the characters might even have fallen foul of someone and been imprisoned. Or... there is plenty of food for thought here with twists and turns aplenty to make a full-blown adventure.

A couple of interesting items, a few rumours and some encounters wind this up. Perhaps worth tucking aside for when your characters annoy you so much that they need banging up... but certainly an interesting location to place in some out-of-the-way part of your campaign world just ready for when you need it.

The Three Sisters are mountain peaks (NOT 'peeks' - a typo that slipped by in the opening paragraph of the introduction) chiefly known for the quality of the coffee grown on their slopes and the market that has grown up in the valley below where the three peaks meet to trade in coffee and other produce from the area. Quite sensibly the market operates as a 'free trade zone' outside the influence of all the adjoining kingdoms, a place where making money is all-important and what law there is exists solely to enable trade.

Naturally, this has drawn a few folks who have fallen foul of the law elsewhere, as provided they don't interfere with commerce nobody cares what they might have done back home. These and market officials and a few people catering to the needs of residents and visitors alike, form the permanent community here: others ebb and flow depending what's in season and being sold at the market. One remarkable establishment is the King's Club, formed to provide a refuge for deposed monarchs (although dictators and others who have fallen foul of those they sought to govern are equally welcome). Unsurprisingly, it's a hotbed of intrigue. Quite a few would like to regain the power they once held and plot to that end, others trade in the secrets they learned whilst they were ruling or plot revenge.

Four notable residents are described in detail (you will, of course, have to supply whatever game mechanics your chosen ruleset requires). One is a local coffee farmer, one claims to be a madman (but is he?), one - the owner of the King's Club - is a rogue of a peasant who tricked his way onto a throne and was ousted from it, and the last is a merchant who trades in coffee.

Then there are some 'situations' which could lead to adventure. You'll have to develop them before they are ready for use, but a slection of twists present different options you can weave into your plots. Everything from dealing with exiled monarchs to assassins to double-dealing in coffee futures, and that's before you get to the human interest that often forms the best stories, no matter the epic sweeping events that might affect whole kingdoms. Some provide work for enterprising characters, others just involve them whether they like it or no.

A couple of magic items, and a selection of rumours and encounters round it all off. There is also a sketch of the centre of the market, showing the few permanent structures and an idea of the temporary ones set up by visiting farmers and traders, who ebb and flow with the seasons.

Find a suitable location in your campaign world and let the dealing begin! Plenty of scope for adventure here...

Toys for the Sandbox 58 - The Mouth of Moonshield Canyon is a well-presented pdf providing adventure ideas and descriptions for the canyon and its environs. I've long wanted to review one of Occult Moon's Toys for the Sandbox products, and I'm kind of disappointed that I didn't sooner because, judging by this product, I've been missing out. The Mouth of Moonshield Canyon is ripe with ideas for the picking, very well delivered with exactly the right amount of detail, and good at inspiring the imagination. An all-round fabulous product.

The Mouth of Moonshield Canyon is an unique location - living stones formed from residual magic guard the canyon entrance as part of their holy ground, while being watchful over barbarian threats and intruders from nearby locations. The product provides a gripping background, history and description to the location (including an illustrative map), numerous NPC personalities that one may encounter in the area, and excellent adventure ideas and possibilities for short or long excursions to the location. I thoroughly enjoyed reading each part of this pdf, as it really inspired one to adventure! The diversity of adventure ideas tied to one location is impressive, and it would easily suit most adventure character levels and party types. The product does a wonderful job of catering towards a wide variety of different stories and adventures that can be had.

What I really liked about the product is that all the numerous adventure ideas can be played separately, but as they're all tied to one location, can easily be combined into a larger whole. This means that you can make the adventure as complicated or as simple as you like, depending on how much time you have in your session. All you need to do is throw together the mechanics and various encounter details, as location descriptions, NPC personalities and motivations, and numerous plots and subplots (and variations of these!) have been provided.

If the rest of the Toys for the Sandbox series is as good as this, then they're all well worth the look. This is a great product that inspires the imagination, and its utility can vary depending on the GM's needs. Great writing, presentation, format, and wonderfully rich and creative. Excellent product.

It may be because I'm a teacher, but I always delight in using educational establishments as role-playing locations. So here is a music school - neglected amidst the plethora of magical academies you can get your hands on, yet music is an important part of most fantasy worlds so people are going to have to learn to play somewhere!

On the face of it, the Grand Conservatory - home to the Musical Society of Drilthenholen - is an absolute feast of musical excellence where music can be studied, played and enjoyed. It has a vast collection of compositions in its library, and you can get instruction in just about any instrument known. Impoverished or ill musicians can get help, too - worth noting as few fantasy societies have much in the way of a welfare state!

But that's the PUBLIC face of the place. Like all really interesting places, there's a lot more going on under the surface... and that presents plenty of opportunity for adventure, and provides the potential of making the Conservatory an important location in your campaign world, should you like intrigue and adventure where brains are at least as useful as brawn.

System free notes are provided on major individuals who work or frequent the Conservatory, along with six scenario seeds (which all sound rather fun, if you make the Conservatory an important location that the characters visit often, you might well be able to make use of all of them) as well as a couple of magical items, rumours and encounters and a plan of the Conservatory itself.

I like music, and playing bard or minstrel characters, so I think this will find a place in at least one of my games!